====== 09. The Dungeon Environment: Traps ======

While most of the original magical traps have long since failed or been destroyed when the creatures imprisoned here escaped, the celestials maintained a number of other traps up until their departure to Regions E and G. Although they are usually in areas of strategic importance, such as at an important junction or guarding a supply cache, traps can occasionally be found in unexpected places.

Many traps were designed only to paralyze the undead and demonic forces that could not be destroyed. Others produce cold and/or fire depending on whether they were designed to kill devils or undead. Acid and sonic traps were effective as well, bringing many creatures to their knees. However, because of the nature of the undead and demonic beasts, someone always had defenses against something. As a result, a variety of traps were made, many of them magically capable of resetting themselves.

Over the centuries, many creatures have stumbled through these corridors, tripping glyphs, spells, and fire traps. The hardest ones to spot have been tripped, and some never reset. The ones that have a marking were circumnavigated once the first hobgoblin was turned into a rat or doused with flaming oil. The easiest ones to spot have been avoided.

That said, traps can be anywhere the DM wants to put them. While corridor traps have a tendency to slow down game play, a project of this type requires them to some degree. Be merciful and give PCs a chance to spot them. Doors, columns, and secret panels could be trapped. Anything that a demon might try to move to get out of a dungeon could be trapped. But feel free to add all manner of non-lethal traps whenever the whim strikes.